I mean it may have been flawed in some bugs and perhaps it was a bit to simplistic for being too straight forward. I guess they could have done better. But is not like they knew how to or where to begin in teaching a outside about the genre. So they just took the linear approach. Honestly if they did do a remake, the game could be modified base on the deconstruction of how linear it is.
A good example is probably not a difficulty modifier, but a gameplay modifier. Instead of Easy, normal, or hard. Something similar to Mega man Zero/Zx collection "Easy Scenario" Where it basically modifies the gameplay for players who just want to experience the story. Then deconstruct it from there into "adventure mode" reducing how straight forward it is to having some complicated puzzles or less telling you what to do to focus more on talking to NPC and exploring.
Deconstructing it more could lead to flexibility and depth in combat by giving enemies new weakness or battle strategies that wasn't originally there. (just to keep it close to modern rpg) Then it can deconstruct further into something similar to rogue like or "Randomizer" where it can change the loot you get from chest, enemies you encounter, where they placed on the map and so on, for extra challenge and replay value.